diff options
Diffstat (limited to 'scene/3d')
-rw-r--r-- | scene/3d/audio_stream_player_3d.cpp | 4 | ||||
-rw-r--r-- | scene/3d/baked_lightmap.cpp | 2 | ||||
-rw-r--r-- | scene/3d/camera.cpp | 9 | ||||
-rw-r--r-- | scene/3d/camera.h | 2 | ||||
-rw-r--r-- | scene/3d/collision_object.cpp | 2 | ||||
-rw-r--r-- | scene/3d/interpolated_camera.cpp | 8 | ||||
-rw-r--r-- | scene/3d/navigation.cpp | 1 | ||||
-rw-r--r-- | scene/3d/particles.cpp | 4 | ||||
-rw-r--r-- | scene/3d/physics_body.cpp | 29 | ||||
-rw-r--r-- | scene/3d/physics_body.h | 9 | ||||
-rw-r--r-- | scene/3d/physics_joint.cpp | 3 | ||||
-rw-r--r-- | scene/3d/scenario_fx.cpp | 10 | ||||
-rw-r--r-- | scene/3d/spatial.cpp | 8 | ||||
-rw-r--r-- | scene/3d/vehicle_body.cpp | 12 | ||||
-rw-r--r-- | scene/3d/vehicle_body.h | 2 |
15 files changed, 64 insertions, 41 deletions
diff --git a/scene/3d/audio_stream_player_3d.cpp b/scene/3d/audio_stream_player_3d.cpp index d448ef024d..c2a50ec7bb 100644 --- a/scene/3d/audio_stream_player_3d.cpp +++ b/scene/3d/audio_stream_player_3d.cpp @@ -536,14 +536,14 @@ void AudioStreamPlayer3D::_notification(int p_what) { setseek = setplay; active = true; setplay = -1; - //do not update, this makes it easier to animate (will shut off otherise) + //do not update, this makes it easier to animate (will shut off otherwise) ///_change_notify("playing"); //update property in editor } //stop playing if no longer active if (!active) { set_physics_process_internal(false); - //do not update, this makes it easier to animate (will shut off otherise) + //do not update, this makes it easier to animate (will shut off otherwise) //_change_notify("playing"); //update property in editor emit_signal("finished"); } diff --git a/scene/3d/baked_lightmap.cpp b/scene/3d/baked_lightmap.cpp index fa4e6492a1..204aaef7ec 100644 --- a/scene/3d/baked_lightmap.cpp +++ b/scene/3d/baked_lightmap.cpp @@ -316,7 +316,7 @@ bool BakedLightmap::_bake_time(void *ud, float p_secs, float p_progress) { int mins_left = p_secs / 60; int secs_left = Math::fmod(p_secs, 60.0f); int percent = p_progress * 100; - bool abort = bake_step_function(btd->pass + percent, btd->text + " " + itos(percent) + "% (Time Left: " + itos(mins_left) + ":" + itos(secs_left) + "s)"); + bool abort = bake_step_function(btd->pass + percent, btd->text + " " + vformat(RTR("%d%%"), percent) + " " + vformat(RTR("(Time Left: %d:%02d s)"), mins_left, secs_left)); btd->last_step = time; if (abort) return true; diff --git a/scene/3d/camera.cpp b/scene/3d/camera.cpp index 6998b34cfd..9de189c158 100644 --- a/scene/3d/camera.cpp +++ b/scene/3d/camera.cpp @@ -201,7 +201,7 @@ void Camera::make_current() { //get_scene()->call_group(SceneMainLoop::GROUP_CALL_REALTIME,camera_group,"_camera_make_current",this); } -void Camera::clear_current() { +void Camera::clear_current(bool p_enable_next) { current = false; if (!is_inside_tree()) @@ -209,7 +209,10 @@ void Camera::clear_current() { if (get_viewport()->get_camera() == this) { get_viewport()->_camera_set(NULL); - get_viewport()->_camera_make_next_current(this); + + if (p_enable_next) { + get_viewport()->_camera_make_next_current(this); + } } } @@ -439,7 +442,7 @@ void Camera::_bind_methods() { ClassDB::bind_method(D_METHOD("set_perspective", "fov", "z_near", "z_far"), &Camera::set_perspective); ClassDB::bind_method(D_METHOD("set_orthogonal", "size", "z_near", "z_far"), &Camera::set_orthogonal); ClassDB::bind_method(D_METHOD("make_current"), &Camera::make_current); - ClassDB::bind_method(D_METHOD("clear_current"), &Camera::clear_current); + ClassDB::bind_method(D_METHOD("clear_current", "enable_next"), &Camera::clear_current, DEFVAL(true)); ClassDB::bind_method(D_METHOD("set_current"), &Camera::set_current); ClassDB::bind_method(D_METHOD("is_current"), &Camera::is_current); ClassDB::bind_method(D_METHOD("get_camera_transform"), &Camera::get_camera_transform); diff --git a/scene/3d/camera.h b/scene/3d/camera.h index e2679870de..109bf3adc6 100644 --- a/scene/3d/camera.h +++ b/scene/3d/camera.h @@ -113,7 +113,7 @@ public: void set_projection(Camera::Projection p_mode); void make_current(); - void clear_current(); + void clear_current(bool p_enable_next = true); void set_current(bool p_current); bool is_current() const; diff --git a/scene/3d/collision_object.cpp b/scene/3d/collision_object.cpp index 07235b3da4..1d5d1b2afe 100644 --- a/scene/3d/collision_object.cpp +++ b/scene/3d/collision_object.cpp @@ -373,7 +373,7 @@ String CollisionObject::get_configuration_warning() const { if (warning == String()) { warning += "\n"; } - warning += TTR("This node has no children shapes, so it can't interact with the space.\nConsider adding CollisionShape or CollisionPolygon children nodes to define its shape."); + warning += TTR("This node has no shape, so it can't collide or interact with other objects.\nConsider adding a CollisionShape or CollisionPolygon as a child to define its shape."); } return warning; diff --git a/scene/3d/interpolated_camera.cpp b/scene/3d/interpolated_camera.cpp index 9865fe156a..ffa283f634 100644 --- a/scene/3d/interpolated_camera.cpp +++ b/scene/3d/interpolated_camera.cpp @@ -38,10 +38,10 @@ void InterpolatedCamera::_notification(int p_what) { case NOTIFICATION_ENTER_TREE: { if (Engine::get_singleton()->is_editor_hint() && enabled) - set_physics_process(false); + set_process_internal(false); } break; - case NOTIFICATION_PROCESS: { + case NOTIFICATION_INTERNAL_PROCESS: { if (!enabled) break; @@ -111,9 +111,9 @@ void InterpolatedCamera::set_interpolation_enabled(bool p_enable) { if (p_enable) { if (is_inside_tree() && Engine::get_singleton()->is_editor_hint()) return; - set_process(true); + set_process_internal(true); } else - set_process(false); + set_process_internal(false); } bool InterpolatedCamera::is_interpolation_enabled() const { diff --git a/scene/3d/navigation.cpp b/scene/3d/navigation.cpp index e7ab6cde8a..77bf703706 100644 --- a/scene/3d/navigation.cpp +++ b/scene/3d/navigation.cpp @@ -35,6 +35,7 @@ void Navigation::_navmesh_link(int p_id) { ERR_FAIL_COND(!navmesh_map.has(p_id)); NavMesh &nm = navmesh_map[p_id]; ERR_FAIL_COND(nm.linked); + ERR_FAIL_COND(nm.navmesh.is_null()); PoolVector<Vector3> vertices = nm.navmesh->get_vertices(); int len = vertices.size(); diff --git a/scene/3d/particles.cpp b/scene/3d/particles.cpp index 8617bbc2f6..693b416f6d 100644 --- a/scene/3d/particles.cpp +++ b/scene/3d/particles.cpp @@ -849,9 +849,9 @@ void ParticlesMaterial::_update_shader() { code += " vec4(1.250, -1.050, -0.203, 0.0),\n"; code += " vec4(0.000, 0.000, 0.000, 0.0)) * hue_rot_s;\n"; if (color_ramp.is_valid()) { - code += " COLOR = textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0) * hue_rot_mat;\n"; + code += " COLOR = hue_rot_mat * textureLod(color_ramp,vec2(CUSTOM.y,0.0),0.0);\n"; } else { - code += " COLOR = color_value * hue_rot_mat;\n"; + code += " COLOR = hue_rot_mat * color_value;\n"; } if (emission_color_texture.is_valid() && emission_shape >= EMISSION_SHAPE_POINTS) { code += " COLOR*= texelFetch(emission_texture_color,emission_tex_ofs,0);\n"; diff --git a/scene/3d/physics_body.cpp b/scene/3d/physics_body.cpp index 25acd6deb0..ff4a807de0 100644 --- a/scene/3d/physics_body.cpp +++ b/scene/3d/physics_body.cpp @@ -370,9 +370,7 @@ struct _RigidBodyInOut { void RigidBody::_direct_state_changed(Object *p_state) { -//eh.. fuck #ifdef DEBUG_ENABLED - state = Object::cast_to<PhysicsDirectBodyState>(p_state); #else state = (PhysicsDirectBodyState *)p_state; //trust it @@ -696,6 +694,10 @@ void RigidBody::apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse) { PhysicsServer::get_singleton()->body_apply_impulse(get_rid(), p_pos, p_impulse); } +void RigidBody::apply_torque_impulse(const Vector3 &p_impulse) { + PhysicsServer::get_singleton()->body_apply_torque_impulse(get_rid(), p_impulse); +} + void RigidBody::set_use_continuous_collision_detection(bool p_enable) { ccd = p_enable; @@ -835,6 +837,7 @@ void RigidBody::_bind_methods() { ClassDB::bind_method(D_METHOD("set_axis_velocity", "axis_velocity"), &RigidBody::set_axis_velocity); ClassDB::bind_method(D_METHOD("apply_impulse", "position", "impulse"), &RigidBody::apply_impulse); + ClassDB::bind_method(D_METHOD("apply_torque_impulse", "impulse"), &RigidBody::apply_torque_impulse); ClassDB::bind_method(D_METHOD("set_sleeping", "sleeping"), &RigidBody::set_sleeping); ClassDB::bind_method(D_METHOD("is_sleeping"), &RigidBody::is_sleeping); @@ -925,10 +928,10 @@ RigidBody::~RigidBody() { ////////////////////////////////////////////////////// ////////////////////////// -Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion) { +Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion, bool p_infinite_inertia) { Collision col; - if (move_and_collide(p_motion, col)) { + if (move_and_collide(p_motion, p_infinite_inertia, col)) { if (motion_cache.is_null()) { motion_cache.instance(); motion_cache->owner = this; @@ -942,11 +945,11 @@ Ref<KinematicCollision> KinematicBody::_move(const Vector3 &p_motion) { return Ref<KinematicCollision>(); } -bool KinematicBody::move_and_collide(const Vector3 &p_motion, Collision &r_collision) { +bool KinematicBody::move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision) { Transform gt = get_global_transform(); PhysicsServer::MotionResult result; - bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, &result); + bool colliding = PhysicsServer::get_singleton()->body_test_motion(get_rid(), gt, p_motion, p_infinite_inertia, &result); if (colliding) { r_collision.collider_metadata = result.collider_metadata; @@ -972,7 +975,7 @@ bool KinematicBody::move_and_collide(const Vector3 &p_motion, Collision &r_colli return colliding; } -Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) { +Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction, bool p_infinite_inertia, float p_slope_stop_min_velocity, int p_max_slides, float p_floor_max_angle) { Vector3 lv = p_linear_velocity; @@ -994,7 +997,7 @@ Vector3 KinematicBody::move_and_slide(const Vector3 &p_linear_velocity, const Ve Collision collision; - bool collided = move_and_collide(motion, collision); + bool collided = move_and_collide(motion, p_infinite_inertia, collision); if (collided) { @@ -1067,11 +1070,11 @@ Vector3 KinematicBody::get_floor_velocity() const { return floor_velocity; } -bool KinematicBody::test_move(const Transform &p_from, const Vector3 &p_motion) { +bool KinematicBody::test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia) { ERR_FAIL_COND_V(!is_inside_tree(), false); - return PhysicsServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion); + return PhysicsServer::get_singleton()->body_test_motion(get_rid(), p_from, p_motion, p_infinite_inertia); } void KinematicBody::set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock) { @@ -1120,10 +1123,10 @@ Ref<KinematicCollision> KinematicBody::_get_slide_collision(int p_bounce) { void KinematicBody::_bind_methods() { - ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec"), &KinematicBody::_move); - ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "slope_stop_min_velocity", "max_slides", "floor_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(0.05), DEFVAL(4), DEFVAL(Math::deg2rad((float)45))); + ClassDB::bind_method(D_METHOD("move_and_collide", "rel_vec", "infinite_inertia"), &KinematicBody::_move, DEFVAL(true)); + ClassDB::bind_method(D_METHOD("move_and_slide", "linear_velocity", "floor_normal", "infinite_inertia", "slope_stop_min_velocity", "max_slides", "floor_max_angle"), &KinematicBody::move_and_slide, DEFVAL(Vector3(0, 0, 0)), DEFVAL(true), DEFVAL(0.05), DEFVAL(4), DEFVAL(Math::deg2rad((float)45))); - ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec"), &KinematicBody::test_move); + ClassDB::bind_method(D_METHOD("test_move", "from", "rel_vec", "infinite_inertia"), &KinematicBody::test_move); ClassDB::bind_method(D_METHOD("is_on_floor"), &KinematicBody::is_on_floor); ClassDB::bind_method(D_METHOD("is_on_ceiling"), &KinematicBody::is_on_ceiling); diff --git a/scene/3d/physics_body.h b/scene/3d/physics_body.h index c7556c0c5f..ffdc9ab309 100644 --- a/scene/3d/physics_body.h +++ b/scene/3d/physics_body.h @@ -242,6 +242,7 @@ public: Array get_colliding_bodies() const; void apply_impulse(const Vector3 &p_pos, const Vector3 &p_impulse); + void apply_torque_impulse(const Vector3 &p_impulse); virtual String get_configuration_warning() const; @@ -285,15 +286,15 @@ private: _FORCE_INLINE_ bool _ignores_mode(PhysicsServer::BodyMode) const; - Ref<KinematicCollision> _move(const Vector3 &p_motion); + Ref<KinematicCollision> _move(const Vector3 &p_motion, bool p_infinite_inertia = true); Ref<KinematicCollision> _get_slide_collision(int p_bounce); protected: static void _bind_methods(); public: - bool move_and_collide(const Vector3 &p_motion, Collision &r_collision); - bool test_move(const Transform &p_from, const Vector3 &p_motion); + bool move_and_collide(const Vector3 &p_motion, bool p_infinite_inertia, Collision &r_collision); + bool test_move(const Transform &p_from, const Vector3 &p_motion, bool p_infinite_inertia); void set_axis_lock(PhysicsServer::BodyAxis p_axis, bool p_lock); bool get_axis_lock(PhysicsServer::BodyAxis p_axis) const; @@ -301,7 +302,7 @@ public: void set_safe_margin(float p_margin); float get_safe_margin() const; - Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), float p_slope_stop_min_velocity = 0.05, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45)); + Vector3 move_and_slide(const Vector3 &p_linear_velocity, const Vector3 &p_floor_direction = Vector3(0, 0, 0), bool p_infinite_inertia = true, float p_slope_stop_min_velocity = 0.05, int p_max_slides = 4, float p_floor_max_angle = Math::deg2rad((float)45)); bool is_on_floor() const; bool is_on_wall() const; bool is_on_ceiling() const; diff --git a/scene/3d/physics_joint.cpp b/scene/3d/physics_joint.cpp index fed6d76f65..2e9f1a241a 100644 --- a/scene/3d/physics_joint.cpp +++ b/scene/3d/physics_joint.cpp @@ -71,8 +71,7 @@ void Joint::_update_joint(bool p_only_free) { ba = body_a->get_rid(); bb = body_b->get_rid(); - if (exclude_from_collision) - PhysicsServer::get_singleton()->body_add_collision_exception(body_a->get_rid(), body_b->get_rid()); + PhysicsServer::get_singleton()->joint_disable_collisions_between_bodies(joint, exclude_from_collision); } void Joint::set_node_a(const NodePath &p_node_a) { diff --git a/scene/3d/scenario_fx.cpp b/scene/3d/scenario_fx.cpp index 02768ac91f..d5bff676cb 100644 --- a/scene/3d/scenario_fx.cpp +++ b/scene/3d/scenario_fx.cpp @@ -79,7 +79,11 @@ Ref<Environment> WorldEnvironment::get_environment() const { String WorldEnvironment::get_configuration_warning() const { - if (/*!is_visible_in_tree() ||*/ !is_inside_tree() || !environment.is_valid()) + if (!environment.is_valid()) { + return TTR("WorldEnvironment needs an Environment resource."); + } + + if (/*!is_visible_in_tree() ||*/ !is_inside_tree()) return String(); List<Node *> nodes; @@ -89,6 +93,10 @@ String WorldEnvironment::get_configuration_warning() const { return TTR("Only one WorldEnvironment is allowed per scene (or set of instanced scenes)."); } + if (environment.is_valid() && get_viewport() && !get_viewport()->get_camera() && environment->get_background() != Environment::BG_CANVAS) { + return TTR("This WorldEnvironment is ignored. Either add a Camera (for 3D scenes) or set this environment's Background Mode to Canvas (for 2D scenes)."); + } + return String(); } diff --git a/scene/3d/spatial.cpp b/scene/3d/spatial.cpp index 721641e09b..f8a5c7f400 100644 --- a/scene/3d/spatial.cpp +++ b/scene/3d/spatial.cpp @@ -188,7 +188,9 @@ void Spatial::_notification(int p_what) { if (data.gizmo.is_valid()) { data.gizmo->create(); if (data.gizmo->can_draw()) { - data.gizmo->redraw(); + if (is_visible_in_tree()) { + data.gizmo->redraw(); + } } data.gizmo->transform(); } @@ -409,7 +411,9 @@ void Spatial::set_gizmo(const Ref<SpatialGizmo> &p_gizmo) { data.gizmo->create(); if (data.gizmo->can_draw()) { - data.gizmo->redraw(); + if (is_visible_in_tree()) { + data.gizmo->redraw(); + } } data.gizmo->transform(); } diff --git a/scene/3d/vehicle_body.cpp b/scene/3d/vehicle_body.cpp index ed3bde9504..b72665aa2b 100644 --- a/scene/3d/vehicle_body.cpp +++ b/scene/3d/vehicle_body.cpp @@ -524,7 +524,7 @@ void VehicleBody::_update_suspension(PhysicsDirectBodyState *s) { //bilateral constraint between two dynamic objects void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, - PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse) { + PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence) { real_t normalLenSqr = normal.length_squared(); //ERR_FAIL_COND( normalLenSqr < real_t(1.1)); @@ -582,8 +582,12 @@ void VehicleBody::_resolve_single_bilateral(PhysicsDirectBodyState *s, const Vec rel_vel = normal.dot(vel); - //TODO: move this into proper structure - real_t contactDamping = real_t(0.4); + // !BAS! We had this set to 0.4, in bullet its 0.2 + // real_t contactDamping = real_t(0.2); + + // !BAS! But seeing we apply this frame by frame, makes more sense to me to make this time based + // keeping in mind our anti roll factor + real_t contactDamping = s->get_step() / p_rollInfluence; #define ONLY_USE_LINEAR_MASS #ifdef ONLY_USE_LINEAR_MASS real_t massTerm = real_t(1.) / ((1.0 / mass) + b2invmass); @@ -704,7 +708,7 @@ void VehicleBody::_update_friction(PhysicsDirectBodyState *s) { _resolve_single_bilateral(s, wheelInfo.m_raycastInfo.m_contactPointWS, wheelInfo.m_raycastInfo.m_groundObject, wheelInfo.m_raycastInfo.m_contactPointWS, - m_axle[i], m_sideImpulse[i]); + m_axle[i], m_sideImpulse[i], wheelInfo.m_rollInfluence); m_sideImpulse[i] *= sideFrictionStiffness2; } diff --git a/scene/3d/vehicle_body.h b/scene/3d/vehicle_body.h index 7810a42e8a..1ac3693cc4 100644 --- a/scene/3d/vehicle_body.h +++ b/scene/3d/vehicle_body.h @@ -168,7 +168,7 @@ class VehicleBody : public RigidBody { btVehicleWheelContactPoint(PhysicsDirectBodyState *s, PhysicsBody *body1, const Vector3 &frictionPosWorld, const Vector3 &frictionDirectionWorld, real_t maxImpulse); }; - void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse); + void _resolve_single_bilateral(PhysicsDirectBodyState *s, const Vector3 &pos1, PhysicsBody *body2, const Vector3 &pos2, const Vector3 &normal, real_t &impulse, real_t p_rollInfluence); real_t _calc_rolling_friction(btVehicleWheelContactPoint &contactPoint); void _update_friction(PhysicsDirectBodyState *s); |